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Posted
1 hour ago, LTD_LoneWolf said:

As for starting animations with them u need other mods like defeat for example to have animations start

 

I have Defeat already. That seems to work fine for the most part. Though I'm not sure how I go about adjusting leveled lists. I'm also having the same texture issue that others are having, however, when I try to get my LO correct through Wyre Bash, they get mixed around after saving my data.

Posted
1 hour ago, KnottyWulf said:

 

I have Defeat already. That seems to work fine for the most part. Though I'm not sure how I go about adjusting leveled lists. I'm also having the same texture issue that others are having, however, when I try to get my LO correct through Wyre Bash, they get mixed around after saving my data.

U shouldnt use wyrebash on mnc or lvwildlife as it breaks thing everytime u need to edit levellist manualy in xedit

Posted
1 hour ago, KnottyWulf said:

 

I have Defeat already. That seems to work fine for the most part. Though I'm not sure how I go about adjusting leveled lists. I'm also having the same texture issue that others are having, however, when I try to get my LO correct through Wyre Bash, they get mixed around after saving my data.

Bash/smash patches break horse mods everytime 

Posted
1 minute ago, LTD_LoneWolf said:

Bash/smash patches break horse mods everytime 

For leveled lists with those mods it's recommended u use a tes5merged patch and carry over the leveled lists manualy

Posted
12 minutes ago, LTD_LoneWolf said:

For leveled lists with those mods it's recommended u use a tes5merged patch and carry over the leveled lists manualy

 

So I didn't make any bashed patches. I only fixed my load order. Also, I have no idea how to do any of the above. This is my first time getting into animation mods and SexLab mods.

Posted
23 minutes ago, KnottyWulf said:

 

So I didn't make any bashed patches. I only fixed my load order. Also, I have no idea how to do any of the above. This is my first time getting into animation mods and SexLab mods.

Ah well as for making a merged leveled list u don't have to edit them unlees u want to make them non aggressive

Posted
2 minutes ago, LTD_LoneWolf said:

Ah well as for making a merged leveled list u don't have to edit them unlees u want to make them non aggressive

Also if u want them all to be non aggressive try this mod 

 

Posted (edited)
4 hours ago, LTD_LoneWolf said:

It will make all creatures non agressive except for dragons and undead

 

Oh, thank you very much! Yeah, I've gotten my game to work so far. SexLab, Aroused Creatures and Defeat are working fine, but LVWildlife isn't working with them. Elk are getting erect but no actions, same for mammoths. Also, I'm using One with Nature, should I get rid of that?

Edited by KnottyWulf
Posted
5 minutes ago, KnottyWulf said:

 

Oh, thank you very much! Yeah, I've gotten my game to work so far. SexLab, Aroused Creatures and Defeat are working fine, but LVWildlife isn't working with them. Elk are getting erect but no actions, same for wolves. Also, I'm using One with Nature, should I get rid of that?

One with nature is a good mod but has no adult interaction if u want the same affect with adult interaction wilding is better

Posted
Just now, LTD_LoneWolf said:

One with nature is a good mod but has no adult interaction if u want the same affect with adult interaction wilding is better

Also if u install wilding with the more creatures add-on for lvwildlife ull the leveled liats will inject when u load your entire order in sseeddit and also it will inject the items and from other mods into the leveled lists

Posted
Just now, LTD_LoneWolf said:

Also if u install wilding with the more creatures add-on for lvwildlife ull the leveled liats will inject when u load your entire order in sseeddit and also it will inject the items and from other mods into the leveled lists

But make sure your load order is in a good state before loading all mods with sseedit

Posted
1 hour ago, LTD_LoneWolf said:

But make sure your load order is in a good state before loading all mods with sseedit

Just double checking but this is compatible with Aroused Creatures right?

Posted
2 hours ago, KnottyWulf said:

Just double checking but this is compatible with Aroused Creatures right?

Yes as aroued creatures is a main requirement for a lot of mods including abc

Posted
Just now, LTD_LoneWolf said:

Yes as aroued creatures is a main requirement for a lot of mods including abc

U can't use animated beast cocks without aroused creatures

  • 2 months later...
  • 4 weeks later...
Posted
On 9/26/2023 at 8:45 PM, NiffyFox said:

bugs me that during sex the wolf textures swap out, I prefer the ones that ABC uses over the ones here.

They do? What's your loadorder?

I'm hoping to put out an update that makes the wolf models/textures more compatible but it's going to be a while, as I wanted to put out a Hunterborn extension and some OCF functionality.

New wolf base:
 

Spoiler

wolfwip1.png.41fe4a589e56f334b4b39115181d3508.pngwolfwip2.png.9fc8c1f489d300d04cfb9ca7e1b02cfa.pngwolfwip3.png.0af753ba6dbd992d4c3155f360f7cb5b.png

 

  • 2 weeks later...
Posted
On 11/4/2023 at 5:46 AM, rallyelgen said:

Would it be possible to make a version for Skyrim VR?

 

Temp Fix: https://www.nexusmods.com/skyrimspecialedition/mods/31673?tab=description

Honestly I don't have any Skyrim VR knowledge, I dunno if I need a copy + vr headset in order to test a build for this. I'm sorry about that.

I'm considering ditching a hypothetical Hunterborn patch as my trial and error for it has been mostly error. The way it was going was rather convoluted and the loot was getting assigned to the wrong animals. Instead, I'm looking into expanding upon something like this for Prodigious Bounty Nexus link

 

I've tested the base Prodigious Bounty + Crafting mods on 1.5.97 and it appears to be working fine. The mod was made on a later SKSE build, but I had no issues on pre-AE. I also wanted to leave Hunterborn support alone, because it synergizes with Campfire, but Campfire has its own version of PapyrusUtil which as far as I know conflicts with anything Sexlab.

May or may not have provided updates for what's to come, but I added domestic/spotted cows, I'm trying to set up a new complimentary set of creature voices (both for regular play and SL scenes) and I've implemented some sound effects that are more accurate for the respective creature - White tailed deer sound different than elk, reindeer have unique sounds now. This was made possible thru Open Animations Replacer. I also wanted to put out in a future update that you can collect 'samples' from creatures after SL scenes. Gonna be testing for the moment on this.

If you read this much, thanks. I hope I can share a sizeable update when my new features are showing fair results.

  • 4 weeks later...
Posted (edited)
On 11/11/2023 at 4:09 PM, BetLV said:

Honestly I don't have any Skyrim VR knowledge, I dunno if I need a copy + vr headset in order to test a build for this. I'm sorry about that.

I'm considering ditching a hypothetical Hunterborn patch as my trial and error for it has been mostly error. The way it was going was rather convoluted and the loot was getting assigned to the wrong animals. Instead, I'm looking into expanding upon something like this for Prodigious Bounty Nexus link

 

I've tested the base Prodigious Bounty + Crafting mods on 1.5.97 and it appears to be working fine. The mod was made on a later SKSE build, but I had no issues on pre-AE. I also wanted to leave Hunterborn support alone, because it synergizes with Campfire, but Campfire has its own version of PapyrusUtil which as far as I know conflicts with anything Sexlab.

May or may not have provided updates for what's to come, but I added domestic/spotted cows, I'm trying to set up a new complimentary set of creature voices (both for regular play and SL scenes) and I've implemented some sound effects that are more accurate for the respective creature - White tailed deer sound different than elk, reindeer have unique sounds now. This was made possible thru Open Animations Replacer. I also wanted to put out in a future update that you can collect 'samples' from creatures after SL scenes. Gonna be testing for the moment on this.

If you read this much, thanks. I hope I can share a sizeable update when my new features are showing fair results.

Off topic but @BetLV do u need the old creatures.d resource for sexlab more creatures to fix the German Shepard slongs in your more creatures version if so I can send u the original se version with that missing resource if needed

Edited by LTD_LoneWolf
  • 1 month later...
Posted (edited)

What is FHP esp file for? Also ngl this mod has some crazy level of conflicts and requirements (like USSEP which is PITA and behaves funky with some SL mods) I'm not entirely sure what is correct order of file overrides...

 

image.png.04c5f724dd642b529758474ec9bf5f9e.png

Edited by Lapsio
Posted
30 minutes ago, Lapsio said:

What is FHP esp file for? Also ngl this mod has some crazy level of conflicts and requirements I'm not entirely sure what is correct order of file overrides...

 

image.png.04c5f724dd642b529758474ec9bf5f9e.png

Use mo2 not vortex vortexx manages conflicts very diferantly and sucks at it for skyrim 

Posted
Just now, LTD_LoneWolf said:

Use mo2 not vortex vortexx manages conflicts very diferantly and sucks at it for skyrim 

Mo2 is recommended for best experience vortexx is good for nexus mods and fallout as far as order I can share my esp order in a few min

Posted
2 hours ago, LTD_LoneWolf said:

Mo2 is recommended for best experience vortexx is good for nexus mods and fallout as far as order I can share my esp order in a few min

Yeah well I know but it's kinda too late as I have 120 mods installed already with 90% of them being SL ones, that all collide with each other and have very precise overrides to not completely spontaneously explode XD

 

ESP load order is one thing but assets load order is another and screenshot in my post refers to assets (Data) overrides since this mod is overriding several assets from other mods. I was mostly asking since I wanted to have Fluffworks assets above ones provided by this mod but I believe that is not enough and my wolves were still getting replaced by mod with non-fluffy wolves (which kinda sucks). It'd help if creatures could be somehow toggled individually (like in SIC) so that it'd be possible to use multiple replacers at once. There are Fluffworks patches for SIC but I didn't see Fluffworks patch for LV Wildlife so welp... Considering USSEP issues I had and number of creatures without SLAL I guess I'll pass for now :V

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